The battlefist with the Sword of Shadows integrated into it. Uses the battlefist statblock using two configurations. Switching between configurations requires an action, or can be made as part of the attack action with the chosen configuration. When either configuration is selected, the Arms of Mask emit shade in a 15-foot radius, allowing no sunlight. This area is lightly obscured to all creatures not wielding the Arms of Mask. While the weapon is activated, you can use an action to expand or reduce its radius of shadows by 5 feet, to a maximum of 30 feet or a minimum of 10 feet.
- Blade Form. Manifests as a blade of darkness, and deals slashing damage. While summoned, you can cast darkness centered at a point within 30 feet. You can't use this feature again until after taking a short or long rest.
- Gun Form. Manifests as the battlefist with shadows seeping out of its seams. While summoned, if you can see the shadow of a creature within 120 feet, you can make an attack on them directly without incurring any penalties due to range.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
THIS IS UNOFFICIAL MATERIAL
These game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
Notes: Bonus: Magic, Damage, Combat, Reload, Misfire
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